function GameInitAssistant() {
	/*
	 * this is the creator function for your scene assistant object. It will be
	 * passed all the additional parameters (after the scene name) that were
	 * passed to pushScene. The reference to the scene controller
	 * (this.controller) has not be established yet, so any initialization that
	 * needs the scene controller should be done in the setup function below.
	 */
}

GameInitAssistant.prototype.setup = function() {
	/*
	 * this function is for setup tasks that have to happen when the scene is
	 * first created
	 */

	/*
	 * use Mojo.View.render to render view templates and add them to the scene,
	 * if needed
	 */

	/* setup widgets here */

	/* add event handlers to listen to events from widgets */

	Mojo.Event.listen(this.controller.get("gameStartSelection"),
			Mojo.Event.tap, this.gameType.bind(this));
};

GameInitAssistant.prototype.gameType = function(event) {
	Mojo.Log.info("Enter gameType::");

	if (event.srcElement.id == "gameStartSelection") {
		return null;
	} else if (event.srcElement.nodeName == "IMG") {
		eventSrcID = event.srcElement.parentNode.parentNode.id;
	} else {
		if (event.srcElement.id == "gameTitle"
				|| event.srcElement.id == "imgTitle")
			eventSrcID = event.srcElement.parentNode.id;
		else
			eventSrcID = event.srcElement.id
	}

	Mojo.Log.info("Game Type:" + eventSrcID);
	this.openQuizWindow(eventSrcID);
	Mojo.Log.info("Exit gameType::");

}

GameInitAssistant.prototype.openQuizWindow = function(gameValue) {
	Mojo.Log.info("Enter openQuizWindow::");
	if(gameValue=='IntervalGame')
		Mojo.Controller.stageController.pushScene("IntervalInit");
	else
		Mojo.Controller.stageController.pushScene("QuizInit", gameValue);
	Mojo.Log.info("Exit openQuizWindow::");
}

GameInitAssistant.prototype.activate = function(event) {
	/*
	 * put in event handlers here that should only be in effect when this scene
	 * is active. For example, key handlers that are observing the document
	 */
};

GameInitAssistant.prototype.deactivate = function(event) {
	/*
	 * remove any event handlers you added in activate and do any other cleanup
	 * that should happen before this scene is popped or another scene is pushed
	 * on top
	 */
};

GameInitAssistant.prototype.cleanup = function(event) {
	/*
	 * this function should do any cleanup needed before the scene is destroyed
	 * as a result of being popped off the scene stack
	 */
};
